SDL_BindGPUFragmentStorageTextures

Binds storage textures for use on the fragment shader.

Header File

Defined in <SDL3/SDL_gpu.h>

Syntax

void SDL_BindGPUFragmentStorageTextures(
    SDL_GPURenderPass *render_pass,
    Uint32 first_slot,
    SDL_GPUTexture *const *storage_textures,
    Uint32 num_bindings);

Function Parameters

SDL_GPURenderPass * render_pass a render pass handle.
Uint32 first_slot the fragment storage texture slot to begin binding from.
SDL_GPUTexture *const * storage_textures an array of storage textures.
Uint32 num_bindings the number of storage textures to bind from the array.

Remarks

These textures must have been created with SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ.

Be sure your shader is set up according to the requirements documented in SDL_CreateGPUShader().

Version

This function is available since SDL 3.2.0.

See Also


CategoryAPI, CategoryAPIFunction, CategoryGPU